Original Source
- Original title: MV Ramza's Plugin Suite Support topic MEGATHREAD
- Original author: ramza
- Original date: April 19, 2019
- Source thread: https://forums.rpgmakerweb.com/threads/ramzas-plugin-suite-support-topic-megathread.108140/
- Source forum path: Game Development Engines > RPG Maker Javascript Plugins > Javascript/Plugin Support
Summary
Greetings folks. Ramza here, and I am opening a thread devoted solely to tech support for my plugin suite. I have released several plugins in the past, and each originally had their own release topics on the forum. I feel now that I have enough plugins to warrant a megathread support topic instead. Technically the individual release topics aren't really allowed anymore, so the thread is better suited to being in the plugin support forum anyway. I am told the original threads will be closed. I hope that after being...
Archived First Post
Ramza here, and I am opening a thread devoted solely to tech support for my plugin suite. I have released several plugins in the past, and each originally had their own release topics on the forum. I feel now that I have enough plugins to warrant a megathread support topic instead. Technically the individual release topics aren't really allowed anymore, so the thread is better suited to being in the plugin support forum anyway.
I am told the original threads will be closed. I hope that after being closed they don't disappear entirely, though. I will link them here, so anyone experiencing issues has a chance to dig through there to see if their issue has already been solved before.
Block Chance release thread
Dual Wield release thread
Here is a permalink to all of my free plugins.
If these interest you, be sure to check out my main itch.io page as well for even more plugins, extensions, and demo projects.
Thanks for using my plugins these last couple of years, and good luck on your RPG making endeavors.
Common Issues and their fixes:
- Make sure your yanfly plugins are in the correct order, and make sure you follow the load order I give for my own plugins (block chance directly after BattleEngineCore, for example
- Make sure you have the most up to date version of the plugin
- Make sure you didn't leave any required plugin parameters empty in the plugin manager
- The most updated version of a plugin I have released is always available on its individual itch.io page.
- To download an update to a plugin you already own, either go to the main store page and redownload it, or redownload it from your library on itch.io. The devlog links on itch.io apparently don't detect you own the plugin, and may try to make you re-buy it before allowing you to download the updated plugin file, for some reason. I have submitted a ticket to the itch.io team about this, but have never received a response.
- I have older versions backed up in my personal files, but I do not have a way to make them available for download. If you want an older version for some reason, I can provide one to you, provided you can provide some sort of proof that you own the plugin (a receipt email, for example).
- Make sure you have all of the prerequisite plugins enabled in your project, and that they are loaded in the correct order.
- Ensure the actor has a shield equipped in equipslot 1 (which is the second equipslot on the equipment list in the menu).
- Ensure the shield has the passive state set in the plugin parameters on it.
- Ensure that shields belong to equipment type 2, which is what they are by default. The equipment types are located on your 'types' tab in your database.
- Ensure that the passive state has the <custom react effect> note tag in the help documentation on it. This tag does the majority of the work when it comes to actually displaying a block.
- Ensure that the actor is not afflicted with a state that disables blocking, such as stun or sleep or death.
- Ensure that the attack being blocked is physical, and that it does not have the <unblockable> note tag on it, or that if it isn't physical, that it does have the <blockable> note tag on it.
- Ensure that the actor has a block rate value that is greater than 0%. The main source of this is from a <block chance: x> note tag on the shield. Set it to 100% for testing.
- Ensure the <block animation: x> tag on your shield has a valid number for the value of x. If the engine tries to play an animation that doesn't exist, it will crash.
- Make sure the default block animation in the plugin parameters is valid as well.
- Make sure the <block animation: x> tag on the enemy is valid, as it overwrites the default value if it exists.
- Ensure that you have the actors set as dual wield type via the trait, and not that you haven't simply given them an extra weapon slot via the EquipCore plugin.
- Actors who are dual wielding will only strike twice with the default attack skill.
- If the actor has no weapon in his offhand, make sure the barehanded attack parameter is true.
- Make sure that the trait that makes an actor capable of dual wielding isn't on one of their weapons, as part of the dual wield sequence removes the traits on their weapons, which will cause one of them to be unequipped if that was the only source of the dual wield trait.
- A dual wield attack repeats the <target action> section of the action sequence only.
- For this to work correctly, the attack animation, attack motion, and action effect should all be in the target action section of the sequence. If you have them in the setup action segment, they will not be repeated.
- This will happen without dual wielding, if you give an actor an extra attack via the Attack Times + trait.
- Unless you tag a skill with <mainhand skill> <offhand skill> or <dualwield skill>, the skill will use all sources of atk from all equipment on the actor, resulting in both the main and offhand weapons being used in the calculation.
- Setting one of the above tags on a skill will make it only use the atk from that weapon, or in the case of <dualwield skill>, cause it to alternate between the main and offhand atk value on successive hits, but only if the skill is a multihit skill.
- Make sure that the skill being used is not limited in which weapons it can be used with. The plugin automatically locks a skill to being used with one hand if the skill requires a weapon that is only being used in one hand, like if a skill requires a dagger to be used, and the user only has a dagger in their offhand, all hits of that skill will automatically use the dagger.
- Make sure the skill doesn't have a <offhand skill> tag on it if you're expecting it to strike with the main hand.
- Ensure that all of the ingredient items in your recipes, and all of the result items that they make have the correct IDs in the plugin parameters. The plugin loads these items from the database before the title screen, and if one of them in invalid it will cause a crash.
- Make sure you've tagged ingredients with the <validCats: category1, category2> note tag, otherwise the ingredient will not be visible in a crafting category.
- When creating a recipe in the plugin parameters, the box to set the category is a combo box, meaning you can select one of the three default options (Blacksmithing, Alchemy, Cooking) or type in anything else. Typing in a new category name here creates that crafting category in the game. Be sure to tag your ingredients with the new category or you won't be able to use them!
- Be sure to start a new save game when you add new crafting categories to the project
- As with the above issue, if the engine attempts to calculate experience gain on a crafting category that didn't exist when the save game was created, it will crash.
- This may also cause a crash when it tries to determine the success rate before even attempting to craft a recipe.
- Be sure to start a new save game after adding any new crafting categories to the plugin parameters.
- After updating the plugin, make sure you open the plugin parameters and then click ok at the bottom, this will ensure that none of the new parameters are left blank after an update
- Make sure the ingredient the traits are on belongs to the additive item list in the plugin parameters (or armor, or weapon, if it is one of those).
- Make sure you are using the YEP_ItemCore plugin, and that independent items (or weapons, or armors) is enabled by setting a maximum number of them in the ItemCore plugin parameters.
- Keep in mind that additive traits are not visible on the item they are tagged onto - they are passed to the result item -- and only if the result item is an independent item
- If you disable this plugin entirely, you'll likely find that the crafting system plugin isn't loading either.
- The most common cause of this is that the recipe list plugin parameter is blank. Open your parameters, and double click the recipe list to populate it as an array.
- Alternatively, you'll find this issue doesn't happen if you have created some recipes, as the list is populated then.
this.weaponFormula() in my damage formula, the skill does 0 damage.- Due to an oversight in how damage formulas are parsed, you will need to wrap that function in an eval function for it to actually work, unless your weapon formula happens to be a flat number.
eval(this.weaponFormula())
Downloads / Referenced Files
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